# AUDIO::_0xDF947FE0D551684E

- **Hash:** `0xDF947FE0D551684E`
- **Namespace:** AUDIO
- **Runtime name (Lua/JS):** `N_0xdf947fe0d551684e`
- **Side:** client (game native)
- **Name status:** unknown (hash only)
- **Documentation:** undocumented
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/AUDIO/0xDF947FE0D551684E

## Signature

```c
BOOL _0xDF947FE0D551684E(Ped ped, const char* p1);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`const char*`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = N_0xdf947fe0d551684e(ped, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xDF947FE0D551684E, ped, p1, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = N_0xdf947fe0d551684e(ped, p1);

// by hash
const retval = Citizen.invokeNative('0xDF947FE0D551684E', ped, p1, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xDF947FE0D551684E, ped, p1);
```

- This native has no known name, so the runtime exposes it only as `N_0xdf947fe0d551684e` (if present in the client snapshot). `InvokeNative` with the hash always works.

*Sources: alloc8or RDR3 NativeDB.*
